Intrepid Izzy

The game looks nifty and interesting. I love what you did with her costumes and the animations. Platforming, gorgeous!

(off-topic) I know I'm too late to say this but, welcome back, Roel!
 
I had seen the project a while ago, cool to see some in game action.  I hope you sell a billion copies  ;D

it makes me think beat em up version of 'Crystal Caves' lol
crystal-caves-ss3.png


Admittedly I really don't like this style of graphics thou, but the market isn't for old farts like me anymore.  ::) 

My first impressions were the same as DC, it seems kinda limited, the dress up feature is kinda cool, but it kind of highlights the paper doll look of the character cause the face doesn't change.  She could really use eye movements and other facial animations.
 
Thanks for the feedback guys!

@BeasTie: I hope you're not saying I should learn from Crystal Caves' graphics!  ;D
 
wow this game reminds me of a highrez version of lady sai or that other one shante..  Although it's too kawaii for my tastes i know this will sell lol lots of people love this stuff..
 
For the Dreamcast enthusiasts among you, here's a video of the game running on that very hardware.
The game runs at 60 fps, but the video does not. So in reality it's much smoother than the video suggests.
 
I thought it would be metroidvania but apparently it's not
But it's a cool game nonetheless. Level intro reminds me of Sonic's
 
Bloodbane said:
I thought it would be metroidvania but apparently it's not
But it's a cool game nonetheless. Level intro reminds me of Sonic's

It has Metroidvania elements. ;)

Recent improvements:

Combo
intrepid-izzy-combo.gif


A higher place
intrepid-izzy-uppercut-mine.gif


Smash enemies into the ceiling for extra damage
intrepid-izzy-smash-to-ceiling.gif


Ninja power
intrepid-izzy-slashes.gif



 
Roel said:

At this point I'm more impressed with your devkit than anything else. You could probably make a fair bit if you took that to market.

DC
 
erf_beto said:
Damon Caskey said:
Roel said:

At this point I'm more impressed with your devkit than anything else. You could probably make a fair bit if you took that to market.

DC
I was thinking the same thing.

Perhaps, but it's not something I'm willing to invest in to find out.

Anyway, new video! Just a short one this time.

Incase anyone's interested, to prevent repetitiveness, the algorithm always picks a random sound except the one that was last played.


 
Nice work! Something which crossed my mind is: Why DC can handle your game but struggle to run the most updated OpenBOR? Maybe because your game is optmized for it?
 
O Ilusionista said:
Nice work! Something which crossed my mind is: Why DC can handle your game but struggle to run the most updated OpenBOR? Maybe because your game is optmized for it?

Well, that's a good question, but I'm afraid I am no longer sufficiently familiar with OpenBOR's code and features to adequately answer it.

I can confirm, though, that I did spend a significant amount of time optimising the Dreamcast-specific parts of my code, but really that is only a tiny fraction of what makes the game run fast. The most important optimisations are in the platform-independent parts: minimising the number of collision checks, pre-calculating and pre-parsing as much as possible, avoiding int-float and float-int conversions (in fact this game uses fixed-point maths almost exclusively), and being generally frugal with RAM. I didn't do that specifically for the Dreamcast, it's all just force of habit I suppose. I actually developed the game for PC initially, but when I compiled it for the DC it ran almost perfectly on the first try.

By the way, some people may think I'm a loony for using fixed-point arithmetics when most floating point operations are just as fast. One reason I already mentioned: converting between float and int is unavoidable, and much slower than is often assumed. The other is that my game engine supports huge, and I do mean HUGE levels - so much so, in fact, that it could potentially run into precision issues if I'd used plain old floating points. I've never actually built such levels, and perhaps I never will, but at least I know that I could do so without breaking the engine. I wouldn't recommend using fixed-point for OpenBOR, though.
 
Since Roel is busy with Intrepid Izzy 24/7, I (as his team mate) have taken it upon myself to show you some progress.

First of all, a very cool town level where you can talk to NPC's, enter houses and change your power-enabling costumes.
shot00003.png

shot00008-0001.png


One of these new costumes is the ninja costume,
ninja.gif
 
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